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Gamification is a future of instructional design in pedagogy. It is believed that students learning abilities enhance in interactive and critical thinking classroom settings. Such environment can be facilitated through induction of game jams in the classroom. Game jams are interactive objective based set of instructions which makes learning a much more interesting idea.

In the world of educational technology, there are many interactive games designed on various topics which can be used readily in classrooms. The idea of game jams is to replace the traditional textbooks and whiteboards into tabletop interactive games, e.g., US Mission to give an overview of US history to students. Moreover, tablets can be used to play games like a scratch to organize the acquired knowledge in the form of a puzzle.

References:

Farber, E. M. (2017, September 18). Taking Advantage of the Power of Play. Edutopia. Retrieved September 18, 2017, from https://www.edutopia.org/article/taking-advantage-power-play

One thought on “Taking Advantage of the Power of Play”

Please consider my paper on gaming and gamification in educational settings, which has bibliography and historiography of the “play” idea:http://scsu.mn/1F008Re
Share your ideas about gamifying the educational process.
Do you think before spending time, energy and finances on serious games, we should first learn how to gamify our current curricula or vice versa?
Here is my example of gamification of the learning process:http://web.stcloudstate.edu/pmiltenoff/bi/
Can you see opportunities to use this structure in your classroom? How?